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<title>Dart : Libraries : box2d : RevoluteJointDef</title>
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<h1 id="title">class <a name='RevoluteJointDef::RevoluteJointDef'>RevoluteJointDef</a></h1>

<section id="inheritance">

<section class="supertype">
<h2>Supertype:</h2>
<ul><li><a href='JointDef.html#JointDef::JointDef'>JointDef</a></li></ul>
</section>

</section>

<section id="summary">

  Revolute joint definition. This requires defining an
  anchor point where the bodies are joined. The definition
  uses local anchor points so that the initial configuration
  can violate the constraint slightly. You also need to
  specify the initial relative angle for joint limits. This
  helps when saving and loading a game.
  The local anchor points are measured from the body's origin
  rather than the center of mass because...
  - You might not know where the center of mass will be.
  - If you add/remove shapes from a body and recompute the mass,
    the joints will be broken.
</section>

<section id="fields">
<h2>Fields</h2>
<dl>
<dt>
<span class="field-type"><code><code><a href='bool.html#bool::bool'>bool</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::enableLimit'>enableLimit
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='bool.html#bool::bool'>bool</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::enableMotor'>enableMotor
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='Vector.html#Vector::Vector'>Vector</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::localAnchorA'>localAnchorA
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='Vector.html#Vector::Vector'>Vector</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::localAnchorB'>localAnchorB
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='num.html#num::num'>num</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::lowerAngle'>lowerAngle
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='num.html#num::num'>num</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::maxMotorTorque'>maxMotorTorque
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='num.html#num::num'>num</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::motorSpeed'>motorSpeed
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='num.html#num::num'>num</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::referenceAngle'>referenceAngle
</a></code></span>
</dt>
<dd>
</dd>
<dt>
<span class="field-type"><code><code><a href='num.html#num::num'>num</a></code></code></span>
<span class="field-name"><code><a name='RevoluteJointDef::upperAngle'>upperAngle
</a></code></span>
</dt>
<dd>
</dd>
</dl>
</section>

<section id="constructors">
<h2>Constructors</h2>
<dl>
<dt>
<code><a href='RevoluteJointDef.html#RevoluteJointDef::RevoluteJointDef'>RevoluteJointDef</a>()</code>
</dt>
<dd>
</dd>
</dl>
</section>

<section id="methods">
<h2>Methods</h2>
<dl>
<dt>
<code>void <a name='RevoluteJointDef::initialize'>initialize</a>(<code><a href='Body.html#Body::Body'>Body</a></code> <a name='RevoluteJointDef::initialize::b1'>b1</a>, <code><a href='Body.html#Body::Body'>Body</a></code> <a name='RevoluteJointDef::initialize::b2'>b2</a>, <code><a href='Vector.html#Vector::Vector'>Vector</a></code> <a name='RevoluteJointDef::initialize::anchor'>anchor</a>)</code></dt>
<dd>

 Initialize the bodies, anchors, and reference angle using the world
 anchor.
</dd>
</dl>
</section>

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